Polishes
This commit is contained in:
@@ -76,21 +76,24 @@ namespace ProjectM.Client
|
||||
Body(c, "Build menu — Tab / Y");
|
||||
Body(c, "Place / Cancel (in build) — LMB / RMB (A / B on gamepad)");
|
||||
Body(c, "Deposit at base — G");
|
||||
Body(c, "Ready up (launch a run) — T");
|
||||
Body(c, "Boons / route map / shop — mouse click");
|
||||
|
||||
Body(c, "Inventory — I");
|
||||
Body(c, "Pause — Esc");
|
||||
break;
|
||||
case 1: // The Loop
|
||||
Head(c, "THE LOOP — expeditions are how you win");
|
||||
Body(c, "1. BASE (Calm) — mine Ore, build Turrets + a Fabricator to defend your Engine Core.");
|
||||
Body(c, "2. EXPEDITION — walk to the Gate and fight the wave. CLEARING it is the progress beat.");
|
||||
Body(c, "3. RETURN — come home to bank the clear: +1 on the Engine meter.");
|
||||
Body(c, "4. SIEGE — returning provokes a retaliation attack. Defend the Core!");
|
||||
Body(c, "5. WIN — fill the Engine meter, then hold the final siege.");
|
||||
Body(c, "The Engine meter (top of screen) is the goal — base sieges are a consequence, not the win.");
|
||||
Head(c, "THE LOOP — expedition RUNS are how you win");
|
||||
Body(c, "1. BASE — build Turrets + a Fabricator around your Engine Core; spend Aether on PERMANENT class upgrades.");
|
||||
Body(c, "2. READY UP [T] — when everyone is ready, the party launches into a multi-room run together.");
|
||||
Body(c, "3. RUN — clear each room, pick 1 of 3 BOONS (this run only), choose your path on the map, mine the crystals.");
|
||||
Body(c, "4. BOSS — fell it and the party returns with the haul: +1 on the Engine meter. A wipe banks nothing.");
|
||||
Body(c, "5. SIEGE — a completed run provokes retaliation at base. Defend the Core!");
|
||||
Body(c, "6. WIN — fill the Engine meter, then hold the final siege.");
|
||||
break;
|
||||
case 2: // Build & Economy
|
||||
Head(c, "RESOURCES & BUILDING");
|
||||
Body(c, "Ore — main currency. Mine it by attacking the glowing nodes at base.");
|
||||
Body(c, "Ore — main currency. Attack the glowing crystals INSIDE runs and haul them home (they're scarce — spend well).");
|
||||
Body(c, "Turret (40 Ore) — auto-fires at enemies. Needs Charge as ammo.");
|
||||
Body(c, "Fabricator (30 Ore) — converts Ore → Charge so turrets keep firing.");
|
||||
Body(c, "Wall (Biomass) — a cheap barrier that blocks enemies.");
|
||||
@@ -101,7 +104,7 @@ namespace ProjectM.Client
|
||||
Head(c, "THREATS");
|
||||
Body(c, "Husks assault the base during a Siege — keep them off the Engine Core.");
|
||||
Body(c, "A Husk that reaches the Core drains it. Lose the Core in the final siege and the run ends.");
|
||||
Body(c, "Expeditions throw waves at you — clear them all to bank the win.");
|
||||
Body(c, "Runs escalate room by room — elites guard the deep paths, a boss guards the end.");
|
||||
Body(c, "Enemy variety scales the deeper you push.");
|
||||
break;
|
||||
default: // Win / Lose
|
||||
|
||||
Reference in New Issue
Block a user